Board index Downloads Deus Ex Maps ]

DXMP_StrangeDocks


Author
Message
chin.democ.
chinny!
chinny!
User avatar

Posts: 2859
Joined:
 10 Aug 2006, 17:19
Location:
 London
Nationality:
Great Britain


Re: DXMP_StrangeDocks - Postby chin.democ. » 09 Apr 2012, 19:36


Yeah I managed to open without dying i fell down the ladder as Chees was right behind me on the ladder eheh.


ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


Re: DXMP_StrangeDocks - Postby ShadowRunner » 10 Apr 2012, 21:02


OMG DID YOU RIDE THE CONVEYOR BELT?

awesome Kalman, now go make some half-life levels lol...


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 10 Apr 2012, 21:04


It was the hardest to make, until I realized single cube brushes can be zones


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 11 Apr 2012, 16:49


Fixed the BSP hole, TNTs
Are there any other bugs?


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
chin.democ.
chinny!
chinny!
User avatar

Posts: 2859
Joined:
 10 Aug 2006, 17:19
Location:
 London
Nationality:
Great Britain


Re: DXMP_StrangeDocks - Postby chin.democ. » 11 Apr 2012, 19:41


There's glass just after where you take the lift up, and perhaps place the barrels (that are on the roof) much closer to your mover that falls down as right now it can be activated by shooting the mover itself and not the barrels. Another thing is the volume of the ambient sounds, especially noticeable where the main warehouse entrance is, it can be very overpowering to my not so young ears!


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 11 Apr 2012, 19:54


Oh ye, ambient sound, I noticed it too, but forgot it (almost blew up my head and broke the windows with my subwoofers)
That glass is the glass of fire extinguisher's container, just forgot to rebuild :oops:


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
chin.democ.
chinny!
chinny!
User avatar

Posts: 2859
Joined:
 10 Aug 2006, 17:19
Location:
 London
Nationality:
Great Britain


Re: DXMP_StrangeDocks - Postby chin.democ. » 11 Apr 2012, 20:02


Hahaha @ the subwoofer comment, yeah I missed the glass the first time around it's one of those things that's so easy to miss. :)


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 17 Jul 2012, 15:37


Can anyone help me with some feedback about StrangeDocks? :)
I fixed the BSP hole, made a second route, deleted one big room (and I had to delete the conveyor belt too, but I think nobody used it), lowered the volume of ambientsounds and fixed some texturing error
Maybe I'll move the TNT on the roof back :twisted:


You do not have the required permissions to view the files attached to this post.
Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
anax
Throne/6G
Throne/6G

Posts: 942
Joined:
 11 Apr 2012, 23:06
Location:
 England
Nationality:
Great Britain


Re: DXMP_StrangeDocks - Postby anax » 17 Jul 2012, 16:48


i think you should change the lights in the big rooms, they were insane bright last time i played on this map.

you could try doing a bright off-white-ish yellow sort of 256 x 256 texture and put it on some Unlit tube brushes for sourced lighting. :-D

if you wanna keep that flat panel of there you could turn it into a hanging catwalk, just a suggestion. try adding moar roomz tho, like on the other side to the corridor with the windows - i'm thinking like NSF Helicopter Base style! rooms on either side.

semi-solid crates are a good addition, like the ones in DXMP_Stalkyard.

it's up to you tho innit!


AKA Knifeworld on Discord etc. Frozen brains tell no tales!
chin.democ.
chinny!
chinny!
User avatar

Posts: 2859
Joined:
 10 Aug 2006, 17:19
Location:
 London
Nationality:
Great Britain


Re: DXMP_StrangeDocks - Postby chin.democ. » 17 Jul 2012, 19:10


I would shorten the pier a little too, maybe add a security hut somewhere in the outdoor section, perhaps some more fencing would be cool.


~Blade~
Power/3D
Power/3D

Posts: 252
Joined:
 17 Jan 2010, 20:56


Re: DXMP_StrangeDocks - Postby ~Blade~ » 18 Jul 2012, 19:34


This map hurts my eyes :(


TétrãHýdrøÇäññÂßîñø£

Mastakilla wrote:If you bring even a thousand players to DX I will come over and suck your male sex organ.
I really will.

~][FGS][Nobody~ wrote:...you're doing the best to decrease my rationality at the moment.

jager774 wrote:He starts a fight and blames you for starting it and bitching on it. OKAY KEN.
[DXA]avatar
Principality/2C
Principality/2C
User avatar

Posts: 181
Joined:
 13 Apr 2009, 20:38


Re: DXMP_StrangeDocks - Postby [DXA]avatar » 18 Jul 2012, 21:43


(and I had to delete the conveyor belt too, but I think nobody used it),


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO :(


avatar, I'm gonna HUNT you down with my FGS-Sentinels! :P
~][FGS][Nobody~
ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


Re: DXMP_StrangeDocks - Postby ShadowRunner » 20 Jul 2012, 12:05


[DXA]avatar wrote:
(and I had to delete the conveyor belt too, but I think nobody used it),


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO :(


+1

Conveyor belt re-add it I think.

I like this map. I prefer the darker version. Apart from the crane and back spawnroom to roof, gameplay is a bit flat. In the warehouse, there could be more ways to go higher or lower than the floor. I'm not saying do it, but it is what I would do perhaps. Otherwise I like this map... strange.

One thing someone mentioned to me, is the same as Lighthouse map too... you make very detailed breakables, but you place explosives very close to it, so in a 20 minute game, maybe 90% of players never saw the windows. Just minor things, otherwise I do like this map, it's fun.


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 05 Aug 2012, 08:52


Oh, rollback deleted my post.
I'll add the conveyor belt again + I extend it, but it seems that I can't use the method I used in the previous beta. DJ, can I use your JumpPads from FGSXmas?


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
~DJ~
Teh 1337'
Teh 1337'
User avatar

Posts: 2647
Joined:
 29 Jun 2008, 13:18


Re: DXMP_StrangeDocks - Postby ~DJ~ » 05 Aug 2012, 08:54


I did replied "yes" haha :bwahaha:
damn rollbacks!


That Resident Evil Mod
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....


Return to Maps

Who is online

Users browsing this forum: No registered users and 3 guests